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# Re: Wishful thinking

- Date: Thu, 18 Jan 1996 13:50:42 PST
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- Comments: Authenticated sender is <klk@[165.113.1.22]>
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- Organization: PEI Programming
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    Actually, most M* get space all wrong.

    The weigh it too heavily on the users ability to type in a command.
    TrekMOO (soon to someday be TrekAR) had the silly "sit and spin"
    space that was nothing like real combat...

    Perhaps one day it will be done well.

    > ThwartedEfforts drew these hieroglyphs:
    > > Come to think of it, why are all the current 'space game' implementations
    > > using some 3d space idea.  Is anyone doing a TradeWars style layout?  Not
    > > only would this be much easier to program, but it would remove concentration
    > > from the actual navigation (join the Navy if you want to learn that :) ) and
    > > more on the actual battle taking place -- ends up being "can my 50 fighters
    > > take on your 500 fighters" rather than being a game where my knowledge of
    > > polar naviagtion is pitted against yours.
    > >
    > > "Er, set a heading, er, 90mark45, engage at, uh, warp 1"
    > >
    > > "Warp to sector 55" (a la TradeWars)
    > >
    >
    > because if i wanted to go from room to room -- err, i mean sector to
    > sector to navigate, i'd play a DikuMUD.
    >
    >
    >
    -----------------------------------------------------------------------------
    Kevin L. Kitchens                                   Internet: klk@crl.com
    PEI Programming - Stone Mountain, Georgia                CIS: 76614,2161
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      "The comments contained within ARE those of my employer...myself!"
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